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Age of Empires III Heaven » Forums » Scenario Design » Minutemen
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Topic Subject:Minutemen
Musket Man
Skirmisher
posted 10-23-05 00:11 AM EDT (US)         
I'd like to know if there was a trigger that could stop the minutemen from automatically losing health. Thanks.

Musket Man: Inefficiently fighting crime with a musket since 1565!

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AuthorReplies:
papaya
ಠ_ಠ
(id: X_MOSS)
posted 10-23-05 00:29 AM EDT (US)     1 / 9       
simple, give them more health. Other then that... I dont have the game yet, so I cant help you.

oh you can wait for what I can give
you know what I am so you know how I live
try to look proud but you’re not in the slightest
its happening now and it’s always been like this.
TrituateX
Skirmisher
posted 10-23-05 05:25 PM EDT (US)     2 / 9       
Hello,
I think the modify protounit effect will work. Just make the lifespan to like 9999999 or something. I havent tried it yet.(to lazy)

@@@@@“Take care of your cardboard box, and it will take care of you.”@@@@@

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@@@@@"If you dont go to war then your gay"@@@@@

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Mephiles
Skirmisher
(id: Titan602)
posted 10-24-05 06:55 AM EDT (US)     3 / 9       
Do this:

Active, Loop, Run Immediately

Timer: 5 seconds

Destroy unit percent: -100%


MEPH
[Insert amazingly witty signature here.]

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[This message has been edited by Titan602 (edited 10-24-2005 @ 06:55 AM).]

steace43
Skirmisher
posted 10-24-05 09:15 AM EDT (US)     4 / 9       
I just noticed the bold part in the minuteman stats

<Unit id ='258' name ='Minuteman'>
<DBID>113</DBID>
<DisplayNameID>23826</DisplayNameID>
<EditorNameID>25021</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\infantry_ranged\minuteman\minuteman.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\infantry_ranged\minuteman\minuteman_icon&l t;/Icon>
<PortraitIcon>units\infantry_ranged\minuteman\minutema n_portrait</PortraitIcon>
<RolloverTextID>23824</RolloverTextID>
<ShortRolloverTextID>25666</ShortRolloverTextID>
<InitialHitpoints>300.0000</InitialHitpoints>
<MaxHitpoints>300.0000</MaxHitpoints>
<LOS>15.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</Projectil eProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>2.0000</TrainPoints>
<Cost resourcetype ='Food'>75.0000</Cost>
<AllowedAge>0</AllowedAge>
<Armor type ='Hand' value ='0.2000'></Armor>
<UnitType>LogicalTypePredatorsAttack</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType& gt;
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</Un itType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitTyp e>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType> ;
<UnitType>LogicalTypePredatorsAutoAttack</UnitType& gt;
<UnitType>LogicalTypeMinimapFilterMilitary</UnitTyp e>
<UnitType>Unit</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>AbstractLightInfantry</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>LifespanUnit</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>AbstractInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Command page ='10' column ='1'>Stop</Command>
<Tactics>musketBayonet.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>5.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>15.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendRangedAttack</Name>
<Damage>26.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>15.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
</ProtoAction>
<ProtoAction>
<Name>StaggerHandAttack</Name>
<Damage>15.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
</ProtoAction>
<ProtoAction>
<Name>StaggerRangedAttack</Name>
<Damage>26.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>VolleyHandAttack</Name>
<Damage>15.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
</ProtoAction>
<ProtoAction>
<Name>VolleyRangedAttack</Name>
<Damage>26.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
</Unit>

If you remove that, maybe the minutemen won't lose haelth, but I don't have the demo on this comp, so I can't try it.

Musket Man
Skirmisher
posted 10-25-05 09:57 PM EDT (US)     5 / 9       
Thanks everyone for the help, the minuteman would be a great unit for a revolutionary war scenario, and I was hoping to find an answer.

Musket Man: Inefficiently fighting crime with a musket since 1565!

(\**/)<-Crown your bunny!
(O.o )
(> < )
steace43
Skirmisher
posted 10-26-05 03:25 AM EDT (US)     6 / 9       
I tried my suggestion, but it didn't work.
GrimSta
Skirmisher
posted 10-26-05 04:32 PM EDT (US)     7 / 9       
i had a look at the proto, and nothign you change in that will stop them losing life over time.....just wanna try out one more thing...

EDIT: ok....i had a look at the proto, and i went through all the .dll's etc etc and i couldnt find anything else that could be a reaosn why minutemen cant stop losing health (they even do it if you replace their unit infor with that of musketeers) actually....maybe its assinged to that Unit ID...so if you change that then...........


hmmm, maybe im talking rubbish

[This message has been edited by GrimSta (edited 10-26-2005 @ 04:53 PM).]

Alexandergreat3
Skirmisher
posted 10-26-05 04:51 PM EDT (US)     8 / 9       
You shouldn't edit the unit data file, because it would give you out of sync error when playing online.

In addition, changing your data file won't be saved by the scenario. So, for example, when you finished designing your scenario and uploaded it for others to play, their minutemen will not be at full health like your minutemen.

Try the effect Modify Protounit, and look for the option for changing Lifespan or something similar.

If that doesn't work, try the effect Set Tech Status, and look to see if there is a tech that is related to minutemen's lifespan, and then research that tech multiple times (as much as you want).

kook
Skirmisher
posted 10-26-05 05:49 PM EDT (US)     9 / 9       
THe timer is set in the "civ.xml" file. If you delete the line in the civ.xml it changes it for everyone who uses the civ, the easier way would be to create a whole new unit.
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